April 26, 2010http://gamedesignreviews.com/scrapbook/igf-gdc-2010-wrap-up/

… but somehow I survived nonetheless. I recently saw that it is now one month since I returned from San Francisco. After my return, somehow my life exploded into an even bigger mess than before. It was a bit like in Burnout Revenge crash mode when you get an extra explosion AFTER you already exploded [...]

April 24, 2010http://feedproxy.google.com/~r/scnclr/~3/hBGyhDllU3w/209-plus7-desktop-wallpaper-from-scnclr

Turn your computer into an original scnclr-art-object with the original “Plus7“-Desktop Wallpaper. Download them in the size, that fits your computers resolution(s) best and install them as desktop wallpapers on as many computers as you can.

Green is a clean and soothing color, that accentuate the figurative qualities of every computer. “Plus7” is for retro nostalgics and lovers of the colors green. Make art – download it now!

April 21, 2010http://feedproxy.google.com/~r/scnclr/~3/lb31RiZ2IRU/201-drawing-made-with-noby-noby-boy-iphone

Oh yes, this sounds strange, but Noby Noby Boy on the iPhone was lately updated with a “drawing mode”. This picture here was made with this game. Drawing on a mobile-device with a game, that feels more like a toy. It was a satisfying color-action while being on the train.

April 20, 2010http://feedproxy.google.com/~r/scnclr/~3/ITRJr9MACMM/190-cologne-commons-compilation-artwork

April 11, 2010http://www.nodepond.com/blog/93-applied-kanban-on-smoove-development

Once again did not meet the release-deadline. This made me to switching the development mode. Still I want to stay lean and agile, but at the same time also tight deadlines should be no problem at all. There is a solution to this: Kanban. The goal is to “limit work in progress“. To achieve this goal, workpackages get smaller and faster done. I made the switch some days ago, and it’s really useful! By the way: my original deadline was far away from being realistic at all, just wanted to get into the groove of ultra-ultra-tight deadlines.

With Kanban now I have one internal release every Friday. The first feedback from my own Kanban is, that I totally underestimated the task of “figuring out things” at the iPhone SDK. This SDK is huge and I spend lot of time with stuff like “how to do this” or experiences I get by try-and-error. For example: UITabBarItems are unable to show colored pictures -> UISegmentControl does this, TabBar-Items just love greyscale!

More cool resources on lean, agile and Kanban I found at agile.soup.io.

Stay lean, stay happy!

http://www.nodepond.com/blog/93-applied-kanban-on-smoove-development

Once again did not meet the release-deadline. This made me to switching the development mode. Still I want to stay lean and agile, but at the same time also tight deadlines should be no problem at all. There is a solution to this: Kanban. The goal is to “limit work in progress“. To achieve this goal, workpackages get smaller and faster done. I made the switch some days ago, and it’s really useful! By the way: my original deadline was far away from being realistic at all, just wanted to get into the groove of ultra-ultra-tight deadlines.

With Kanban now I have one internal release every Friday. The first feedback from my own Kanban is, that I totally underestimated the task of “figuring out things” at the iPhone SDK. This SDK is huge and I spend lot of time with stuff like “how to do this” or experiences I get by try-and-error. For example: UITabBarItems are unable to show colored pictures -> UISegmentControl does this, TabBar-Items just love greyscale!

More cool resources on lean, agile and Kanban I found at agile.soup.io.

Stay lean, stay happy!

April 10, 2010http://www.floriankuhlmann.com/2010/vielen-dank-das-ist-wirklich-sehr-nett-aber-das-mochte-ich-eigentlich-lieber-nicht/

April 6, 2010http://gamedesignreviews.com/scrapbook/monster-guard-released/

After another few weeks of bug fixes, added features, redesigns, major balancing tweaks and more (community reported) bug fixes – my first (one-handed) indie game is completed.
The game is intended to be playable with only little time at hands (i.e. 5-10 minutes a day are more than enough) and still features favorite game mechanics: prepare & construct, [...]

April 1, 2010http://gamedesignreviews.com/scrapbook/trauma-will-be-a-facebook-game/

I have been holding off with my GDC recap (coming soon!) because I was busy doing some significant changes to the TRAUMA project. Inspired by life-changing events at GDC, I have decided to make TRAUMA into a Facebook game. I am almost done with the beta and I am currently looking for beta testers.
Bill Mooney – a true winrar
There [...]

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